- Babylon 5
- Two Fisted Tales
- Winter Runes & The Heart of Glass
- Artifacts of the Arcane III
- The Lost Vault of Tsathzar Rho
Two Fisted Tales
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“I won’t play the sap for you, sweetheart!”
You spent several years as a policeman, but you were too outspoken, too quick to criticize your superiors when they ignored corruption on the force. After you were fired for insubordination, you set up your own private detective agency. Today, you work in a run-down office building, complete with a beautiful blonde secretary and a bottle of hooch in your desk drawer. You’ll do anything other than divorce work, as long as it’s legal and it makes sense. Once hired, you’ll do just about anything, take any amount of punishment (from the crooks or the cops) to see the truth come out in the end. You usually speak in a colloquial voice, although you have a fondness for purple prose and colorful metaphors.
Examples: Race Williams, The Continental Op, Sam Spade, Philip Marlowe, Dan Turner, and countless others.
“I am Grekor, Lord of the Jungle! None have challenged me and lived!”
Your parents died when you were a baby, while the family was travelling through uncharted wilderness. Miraculously, you survived in the wild after you were found and raised by wild animals. Eventually, explorers discovered you, and you have your hands full trying to protect them from fiendish cannibals, ferocious tigers, and sinister lost civilizations. You may speak in a crude, primitive style (“Me Tarzan, You Jane”), or you may be equally at home in the ballroom and the jungle.
Examples: Tarzan (of course) and all of his imitators.
Sinister hypnotists were a staple of pulp stories and radio dramas, and even on those stories that prided themselves in their “realism,” hypnotists could have powers far more advanced than in the real world. For that reason, GMs may want to make the following powers available to their players.
A player-character has to follow the usual procedures to learn hypnotic powers. Her Brains [Hypnotism] ability must exceed the following targets, and she must pay the cost of each power in Hero Points. Reduce the cost by 1 for every 5 points her Brains [Hypnotism] score exceeds the target.
Unless otherwise specified, these powers will only affect another character if the hypnotist can place her into a hypnotic trance. The following conditions have to met to place someone into a hypnotic trance against their will:
The victim must be able to see and hear the hypnotist;
The hypnotist must make a Brains [Hypnotism] roll which exceeds the victim’s Mind (Mental Defense) score.
Note that the invisibility power can be used without putting anyone into a hypnotic trance.
Target = Brains [Hypnotism] 16
Cost = 1
Duration = instantaneous
Normally, when a character receives five or more wounds, that character will bleed to death unless he receives proper medical treatment. This power allows a hypnotist to stop the victim’s bleeding so that he won’t die, unless he receives 20 wounds or more or 10 wounds from a single attack.
Target = Brains [Hypnotism] 23
Cost = 4
Duration = 1 day
This discipline will change a subject’s emotional state – making him angry, confused, despairing, or whatever.
Target = Brains [Hypnotism] 24
Cost = 5
Duration = 1 week
With this power, a character may order a subject to do one specific thing. It must be an action that takes a limited amount of time (no more than one week). Once the action is completed, the power no longer affects the subject.